The Conference encompasses all topics related to computer games design and development. Papers are particularly welcome that cover the use of animation, mobile platforms, education, AI for modelling and programming "believable characters" and serious games. Depending on submissions, the conference is expected to have several special Tracks/Sessions:

  1. Tools and systems for Games and Virtual Reality
    • Games platforms, toolkits, mechanics, frameworks, engines, APIs and libraries, and middleware, Scripting engines
    • Game interfaces (input devices, speech, gestures)
    • Content generation tools (modelling, texturing, animation, motion capture, sound, level designer)
  2. AI Tools for Games
    • Neural networks, genetic algorithms, Finite State Machines, fuzzy logics, rule-based AI, probability systems, Bayesian techniques, path finding, potential functions, flocking
    • Learning, adaptation and evolution, adaptive Markov models
    • Believable characters, models, agent architecture, memory, game bots
    • Game AI for simulation and modelling
    • AI techniques for improving Entertainment Applications
  3. Simulation, Graphics & Visualisation
    • Immersive Environments, virtual environments, virtual reality, augmented reality, mixed reality
    • Real-time rendering and shaders
    • Procedural generation (particles, textures, objects, terrains, worlds)
    • Game Physics, NURBS, skeletal animation, facial animation
    • Level-Of-Detailing, image-based rendering, photo realism
  4. Serious Games and Games for Research
    • Edutainment, games for education and training, learning & teaching aids, technology-supported learning, simulations, developments and applications
    • Disaster Management, crowd simulation, crime scene investigation, medical training, situation awareness, games-based therapy, games for science
  5. Online, Multi-user, and Mobile Games, and Security
    • Games for mobile, handheld, and connected systems
    • MUDs, MMOGs, MMORPGs
    • Game Security and Networking
  6. Future Games
    • Generative/Procedural content development (characters, models, music, worlds)
    • Learning and Adaptation in Games, reinforcement learning, machine learning, case-based systems, BDI
    • Physics-based games
    • Emergence in Games
    • Virtual Reality/Augmented Reality Games
    • Alternate Genres
    • Future Games Interfaces
  7. Inclusive Areas
    • Interactive robots and toys
    • Virtual Pets
    • Pervasive gaming of smart toys

Emergent Gamebryo Element Workshop for Academics
Emergent's Gamebryo Element is a flexible, cross-platform game development engine and toolset used in 300+ game titles including Oblivion, Sid Meier's Civilisation, Sid Meier's Pirates, Bully and Warhammer online. More Detail